using System;
using System.Collections.Generic;
using System.Linq;
using FlipRunner.Components;
using FlipRunner.Physics;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.GamerServices;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Media;
using XnaPlus.Common;
using XnaPlus.Common.Visual;
using XnaPlus.Windows.Input;
using XnaPlus.Common.Extensions;

namespace FlipRunner
{
    /// <summary>
    /// This is the main type for your game
    /// </summary>
    public class FlipRunnerGame : GamePlus
    {
        GraphicsDeviceManager graphics;
        SpriteBatch spriteBatch;

        public const float MeterHeight = 15f;

        public float PixelsPerMeter { get { return PixelBounds.Height / MeterHeight; } }

        public ShapeDrawer Drawer { get; private set; }

        public MapGenerator Generator { get; set; }

        public Runner Runner { get; private set; }

        public InputState Input { get; private set; }

        public Rectangle PixelBounds { get { return GraphicsDevice.Viewport.Bounds; } }

        public ISize WorldSize { get { return new CartesianVector(PixelBounds.Width / PixelsPerMeter, PixelBounds.Height / PixelsPerMeter); } }

        public CartesianVector PlatformVelocity { get; set; }


        public FlipRunnerGame()
        {
            graphics = new GraphicsDeviceManager(this);
            Content.RootDirectory = "Content";
        }

        /// <summary>
        /// Allows the game to perform any initialization it needs to before starting to run.
        /// This is where it can query for any required services and load any non-graphic
        /// related content.  Calling base.Initialize will enumerate through any components
        /// and initialize them as well.
        /// </summary>
        protected override void Initialize()
        {
            
            ResetGameSettings();
            Input = new InputState(this);
            base.Initialize();
        }

        private void ResetGameSettings()
        {
            PlatformVelocity = new CartesianVector(-2, 0);
            Components.Clear();
            Generator = new MapGenerator(this);
            Runner = new Runner(this) { Position = new CartesianPoint(1, 5), State = RunnerState.InAir};

        }

        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent()
        {
            // Create a new SpriteBatch, which can be used to draw textures.
            spriteBatch = new SpriteBatch(GraphicsDevice);
            Drawer = new ShapeDrawer(GraphicsDevice);
            // TODO: use this.Content to load your game content here
        }

        /// <summary>
        /// UnloadContent will be called once per game and is the place to unload
        /// all content.
        /// </summary>
        protected override void UnloadContent()
        {
            // TODO: Unload any non ContentManager content here
        }

        /// <summary>
        /// Allows the game to run logic such as updating the world,
        /// checking for collisions, gathering input, and playing audio.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Update(GameTime gameTime)
        {
            // Allows the game to exit
            if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
                this.Exit();

            // TODO: Add your update logic here

            base.Update(gameTime);
        }

        /// <summary>
        /// This is called when the game should draw itself.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Draw(GameTime gameTime)
        {
            GraphicsDevice.Clear(Color.White);

            base.Draw(gameTime);

        }
    }
}
